Base Class: Barbarian
Rage Soaked by the Blood of your Enemy
Barbarians who walk the Path of the Bloodfury are seized by a furious Rage whenever blood is spilled. To them, blood is the crimson essence that binds all life, and through sheer ferocity they command its flow, turning every wound—whether theirs or their foes’—into raw, surging power.
Level 3: Bloodsense
3rd-level Path of the Bloodfury feature
You have advantage on Wisdom (Perception or Survival) checks you make to track wounded creatures, as well as on Intelligence (Investigation) checks you make to uncover details at a blood‑stained scene. At the DM’s discretion, a suitably high roll might cause your character to experience brief visions of the past tied to the blood you are examining.
Level 3: Sanguine Constitution
3rd-level Path of the Bloodfury feature
Blood carries a primal force that awakens your spirit in battle. It manifests as your Sanguine Charges, a volatile essence that empowers the features of this subclass.
Sanguine Charges. While your Rage is active, when you lose Hit Points or when you hit a creature that isn’t a Construct or Undead with a melee attack, you gain one Sanguine Charge; an attack that expends Sanguine Charges can’t generate them. Any features in this subclass that use a Sanguine Charge use only the charges from this subclass. Some of your powers expend Sanguine Charges, as specified in a power’s description, and you can’t use a power if it requires you to use a charge when all your Sanguine Charges are expended.
You can hold a number of Sanguine Charges equal to your Rage Damage bonus and you lose all of them when your Rage ends.
Hematic Discharge. Your blood ignites, granting you a brief surge of brutal strength. The first time you hit a creature with a Strength‑based attack on your turn, you can expend any number of Sanguine Charges to deal extra damage of the same type as the weapon or Unarmed Strike used for the attack. For each Sanguine Charge expended, add an extra d6 to the attack’s damage roll.
Blood Offering. When you activate your Rage or as a Bonus Action while your Rage is active, you can roll your Hit Point Die and lose a number of Hit Points equal to the result (this loss can’t be reduced in any way). You then gain Temporary Hit Points equal to twice the Hit Points lost, which last until your Rage ends.
Level 6: Crimson Strain
6th-level Path of the Bloodfury feature
Your blood surges with volatile ferocity, lashing out through wounds you inflict and erupting violently when its power exceeds your limits.
Sanguine Overload. Whenever you would gain a Sanguine Charge beyond your maximum, you instead gain one charge of Sanguine Overload, up to a maximum of 10 charges. When you make your first Strength-based attack on your turn, you consume all those charges as a violent swell of blood erupts from you. Each creature in a 5-foot Emanation originating from you must succeed on a Dexterity saving throw (DC 8 plus your Constitution modifier and you Proficiency Bonus) or take 1d4 Acid damage for each Sanguine Overload charge consumed, or half as much damage on a successful save.
Bleeding Wound. Once per turn, when you hit a creature that isn't a Construct or Undead with a Strength-based attack, you can expend one Sanguine Charge to inflict a bleeding wound on the target. While wounded in this way, the target takes 1d6 Slashing damage at the start of each of its turns. The wound lasts for 1 minute, until the target regains Hit Points, or until the target or a creature within 5 feet of the target takes an action to stanch the wound. A target can be affected by only one instance of this feature at a time.
Collect. When a creature you can see within 30 feet of yourself takes damage from a Bleeding Wound, you can use your Reaction to gain one Sanguine Charge.
Absorb. As a Bonus Action, you can trigger the Bleeding Wound on each wounded creature you can see within 30 feet of yourself, dealing its damage to all of them. Each wound you trigger in this way then ends, and you gain one Sanguine Charge for each ended wound.
Level 10: Hunter's Duality
10th-level Path of the Bloodfury feature
The same sanguine force that restores your vitality also lets you disrupt the blood of weakened foes, binding life and violence into a single, brutal instinct.
Reinvigoration. Whenever you expend one or more Sanguine Charges, you regain 1d4 Hit Points for each charge expended.
Feral Feast. Whenever a creature you can see within 30 feet of yourself that isn't a Construct or Undead becomes Bloodied, you gain one Sanguine Charge and add your Constitution modifier to the next damage roll you make with a Strength-based attack.
Level 14: Raining Blood
14th-level Path of the Bloodfury feature
You always have the Control Weather spell prepared. You can cast it using this feature without expending a spell slot or needing Material components, but you can only alter the precipitation by causing a rain of blood to fall over the region. Constitution is your spellcasting ability for this spell..
Once you use this feature, you can’t use it again until you finish a Long Rest.
Crimson Pack
14th-level Path of the Bloodfury feature
When you activate your Rage, the air around you thickens as droplets of blood begin to condense in a 30-foot Emanation originating from you. Within moments, the condensation swells into a literal rain of blood that falls throughout the area, which becomes Lightly Obscured. When this effect begins, you can designate creatures other than yourself as members of your Crimson Pack.
Acid Rain. Any creature that starts its turn within the Emanation takes Acid damage equal to your Constitution Modifier; a member of your Crimson Pack gains that many Temporary Hit Points instead.
Bloody Drops. At the start of each of your turns, you and each member of your Crimson Pack gain one Sanguine Charge. A creature that received a Sanguine Charge from you can have only one such charge at a time and can use it for one of the following effects.
Wound. When the creature makes an attack roll, that creature can use the Sanguine Charge to have Advantage on the roll. On a hit, the target gains a Bleeding Wound if it isn't a Construct or Undead.
Vigor. When the creature makes a Strength, Dexterity, or Constitution saving throw, that creature can use the Sanguine Charge to have Advantage on the roll.
Anemic Pulse. As a Magic Action, you can expend any number of Sanguine Charges to arrest the bloodflow of one creature you can see within 30 feet of yourself that isn't a Construct or Undead for each charge expended. Each target must succeed on a Constitution saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus), made with Disadvantage if it is Bloodied, or become Paralyzed until the end of its next turn. For each Bloodied target that fails the saving throw, you regain one Sanguine Charge. After resolving the effect, you can use your Reaction to make an Opportunity Attack against one of the Paralyzed creatures.
Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to restore your use of it.
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